Cleric's Exclusive Spells
| Spell level | Spell |
|---|---|
| 1st | Offering to the Gods |
| 2nd | Zone of Peace |
| 3rd | Spirit Idol, Censorship |
| 4th | Divine Calling, Glory of the Gods |
| 5th | Expose Weakness |
| 7th | Divine Submission |
| 8th | Angelic Form |
Offering to the Gods
1st level divination
- Casting Time: 1 action (ritual)
- Range: Touch
- Components: S, V, M (silver powder worth at least 5 gp -it depends on the target's level-, which is consumed)
- Duration: 24 hours
You touch a creature and sacrifice silver powder worth at least 5 times your target's level (or CR) as an offering to your god. In exchange, the creature you designated is hallowed for the duration of the spell. While hallowed, when the target fails an ability check, a saving throw or an attack roll, it can choose to reroll it, potentially turning the roll into a success. When it does so, it must keep the new result, even if it is worse than its first one.
The spell then ends for that target. A same creature can't be hallowed by that spell more than once every 24 hours.
Art Credit : Wizards of the Coast
Zone of Peace
2nd level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 10 minutes
You create a magical zone that guards against offensive behavior in a 15-foot-radius Sphere centered on a point of your choice within range. Until the spell ends, when a creature inside this area make an attack or cast a spell that can deal damage for the first time of the turn, it takes 2d8 radiant damage, as a vengeful light falls on it from the sky.
In higher level. When you cast this spell using a 4th-level spell slot or higher, the radiant damage increases by 1d8 for every 2 spell levels above 2nd.
Censorship
3rd level abjuration
- Casting Time: 1 action
- Range: Self (90-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 hour
You extend one of your free hands in front of you, and speak the name of a spell of your choice. You create a zone of censorship in a 90-foot radius sphere around you where the spell you named is prohibited (the zone always stays at the same location and doesn't move with you if you move).
For the duration, when a creature within that zone casts that forbidden spell, its spell fails and has no effect.
In higher level. When you cast this spell using a 6th-level spell slot or higher, if you concentrate on it for the full duration, the spell's effect becomes permanent.
Spirit Idol
3rd level necromancy
- Casting Time: 1 action (ritual)
- Range: Touch
- Components: V, S, M (a tiny statuette worth at least 50 gp)
- Duration: Instantaneous
You touch the body of an humanoid that died less than 1 minute ago, and catch the soul of the dead creature as it leaves its body, trapping it inside the statuette you use as component for that spell. If you cast that spell as a ritual, your target must have died less than 1 minute before you start to cast that spell instead. The body of the creature then turns into dust, alongside everything it worn or carried, and the statuette takes the perfect appearance of that creature.
While its soul is inside the statuette, a creature can see and hear through the statuette eyes and hears, and spells can target the statuette as if it was the corpse of the creature (you can cast Speak with Dead or Raise Dead on the statuette for instance).
If the creature should come back to life (because of a resurrection spell for instance), the body of the creature and everything it worn or carried when you targeted it with the Spirit Idol spell magically reform in a free space within 5 feet of the statuette.
If a Dispel Magic spell is cast on the statuette, the spell ends and the soul is freed from the statuette.
Glory of the Gods
4th level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You rise both of your arms and you invoke the higher power of your deity. A divine light then emanates from you in every direction : you shed bright light within a 30-foot radius, and dim light within an additional 30 feet.
In addition, each creature in a 30-foot cone when you cast that spell must succeed on a charisma saving throw, or be pushed 10 feet away from you, fall prone (they kneel before the power of your god), and have its speed reduced to 0 for the duration. If it was flying, it doesn't take fall damage as it lands before it kneels. At the end of each of its turn, a creature can make a new charisma saving throw, recovering its normal speed on a success.
Divine Calling
4th level conjuration
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S
- Duration: Instantaneous
You call for a creature you know well, and ask the gods to transport it next to you. If that creature is within 1 mile of you, it can use its reaction to instantly teleport in a free space within 5 feet of you, in a giant beam of light.
Alternatively, you can call for an item you are attuned to. When you do so, if this item is within 1 mile, it is instantly teleported into one of your free hands.
In higher level. When you cast this spell using a 6th-level spell slot or higher, you can call a creature or an item that is anywhere on the same plane as you.
Expose Weakness
5th level divination
- Casting Time: 1 action
- Range: 120 ft.
- Components: V, S, M (a cracked nutshell)
- Duration: Concentration, up to 10 minutes
Choose a creature you can see within range. It must expend a Legendary Resistance, or all of its saving throw modifiers become equal to its lowest saving throw modifier for the duration, and if it is proficient in one or more saving throws, it looses these proficiencies for the duration.
In higher level. When you cast this spell using a 6th-level spell slot or higher, you can target one additional creature for each spell level above 5th.
Divine Submission
7th level evocation
- Casting Time: 1 action
- Range: 100 ft.
- Components: V, S, M (a tiny silver chain enscribed with the symbol of your deity, worth at least 1500 gp)
- Duration: Concentration, up to 10 minutes
Choose a creature you can see within range. Chains of pure light appear all around that target to catch each of its limbs before pulling them in opposite directions. The target must succeed a dexterity saving throw, or be paralyzed 5 feet above the ground for the duration. While paralyzed this way, the target takes 4d8 radiant damage at the start of each of its turn, and it can make a charisma saving throw at the end of each of its turn, ending the spell on a success.
Angelic Form
8th level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a perfectly oval gem, worth at least 1000 gp)
- Duration: Concentration, up to 1 minute
You touch a creature (it can be you), and imbue it with the power of your deity. Large spectral feathered wings appear on the back of your target. If you are a disciple of a good or neutral deity, the wings and the eyes of your target take on an immaculate white color. If you worship an evil deity, then the wings and the eyes of your target turn into a deep black. For the duration, the target gains the following benefits :
- It is immune to radiant and necrotic damage
- It gains a flying speed of 60ft.
- It gains darkvision within 120 ft.
- When it makes a weapon attack, it can use your spellcasting modifier instead of its strength or dexterity for both its attack and damage rolls.
- All its attacks counts as magical for the purpose of overcoming resistances.
- Once per turn when it hit a creature with an attack, it can choose to smite it. When it does so, its attack deals an extra 3d8 radiant damage if you worship a good or neutral deity (or 4d8 versus undeads and fiends) or an extra 3d8 necrotic damage if you worship an evil deity (or 4d8 versus feys and celestials).
- It rolls Persuasion checks (if you follow a good deity), or Intimidation checks (if you follow an evil deity), with advantage.
Homebrew lovingly made by LeRoiDeCarreau
A big THANK YOU to my patreons.
You are the ones that make all of this possible!
The Early Birds :
- Full Mettle
- Groov
- Even Geithus Øwre
- Mark Mckinney
- Ryan Magee